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Unread postPosted: Tue Jun 01, 2004 7:10 pm
  

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Supreme Being

Joined: Sun Nov 25, 2001 2:01 am
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Location: On the threshold of a dream
Reagren Wright wrote:
Hmm, possible new book for HU called City of Heroes or updated
Villians Unlimited Characters? :-? Which would I rather see done
first. I'll have to get back to you on that. Good luck :ok:


City of Heroes isn't an HU supplement, it's a comic book styled MMORPG.

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Face piles of trials with smiles. It riles
them to believe that you perceive the web they weave
and keep on thinking free.

-- The Moody Blues, In the Beginning


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Unread postPosted: Wed Jun 09, 2004 6:04 pm
  

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Palladium Books® Freelance Writer

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Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Hmm, still a tough a choice. :-)


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Unread postPosted: Wed Jun 09, 2004 6:41 pm
  

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Champion

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Location: The Servodome, in downtown Servotopia
Reagren Wright wrote:
Hmm, still a tough a choice. :-)


Hmmm... since CoH isn't owned by Palladium Books, and therefore any unlicensed attempt to put out a sourcebook for HU based on it would be an infringement upon CoH's copyrights, it might be an easier choice than you think... ;)

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US <Uncle> saves the day again. -- RockJock
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Unread postPosted: Thu Jun 10, 2004 12:29 pm
  

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thagema wrote:
What happened to the website? Did I miss something? I tried going there and it says page can't be displayed?


Not to fear - between work, revelry and City of Heroes, I am finally putting together my website. And I'll include some new updated stats here and there.

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


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Unread postPosted: Thu Jun 10, 2004 10:03 pm
  

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Champion

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Location: The Servodome, in downtown Servotopia
thagema wrote:
Good to hear. I thought maybe the project had fallen to the wayside, and that would be a shame since you're doing such awesome work.


Which reminds me... I need to get back to work coloring those illustrations. My rendering of Soundwave should look seven different shades of awesome if I ever get done with it. 8)

_________________
My Artwork Samples Set on Deviant Art
Hi! I'm Danger, but today I'll be Uncle Servo's Sock Puppet. -- Danger
US <Uncle> saves the day again. -- RockJock
And Servo has engineered another good idea. -- Sentinel


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Unread postPosted: Fri Jul 09, 2004 11:56 pm
  

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Palladium Books® Freelance Writer

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Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Hey Cardiac, anything new to report on the revisions of Villians? Its
been a while.


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Unread postPosted: Sat Jul 10, 2004 12:19 pm
  

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Reagren Wright wrote:
Hey Cardiac, anything new to report on the revisions of Villians? Its
been a while.


Starting monday the 12th I have a week off so expect some new conversions. I apologize for the delay but my job requires me to pull some insane shifts (damn surveillance....). Very very soon I promise!

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


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Unread postPosted: Tue Jul 13, 2004 12:21 pm
  

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Palladium Books® Freelance Writer

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Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Nothing worst then a job that gets in the way of spending
quality time in front of a computer monitor.


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Unread postPosted: Fri Jul 16, 2004 11:39 am
  

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Location: Newfie-land
The VEHEMENT

Real Name: Jean-Claude Dupre
Aliases: Many, but the most common are Pierre Faucher, LaMont Dunham, and Vehement.
Group Affiliation: None.
Occupation: Ex-Canadian Military Anti-Terrorist and Espionage Specialist. Professional criminal, assassin and espionage agent.

Alignment: Miscreant
Power Category: Mutant.
Experience Level: 9th
Hit Points: 65 S.D.C.: 90
P.P.E.: 14
Attributes: IQ 12, ME 9, MA 13, PS 30, PP 13, PE 20, PB 19, Spd 26.
Age: 24 Sex: Male Height: 6ft. 4in. Weight: 235 lbs.

Unusual Physical Characteristics/Side Effects: Glowing Eyes.
Major Super Abilities: Disruptive Touch
Minor Super Abilities: Extraordinary Strength, Energy Resistance, Impact Resistance.

Natural Abilities: PS is considered Extraordinary. Is extremely resistant to most forms of attack - the first 20 points of Physical or Energy damage from an attack is ignored, and any additional damage is halved. Radiation, cold, and many (but not all) magic and psionic powers bypass the resistance and affect him normally. Poisons/Toxins have half normal effects. Can disrupt the nervous system of others with a touch, causing blindness, paralysis, pain or even death (immune to his own powers).

Combat Training:
Hand to Hand: Assassin
Attacks: 7
Combat Bonuses: +3 Initiative, +2 Strike, +4 Automatic Parry, +4 Dodge, +4 Roll with Punch/Fall/Impact, +5 Pull Punch, +19 Damage, +3 Disarm.

Saving Throws: +20% vs Coma/Death, +3 vs Poison/Disease/Pain/Magic. 45% Charm/Impress.

Other Combat Info: Called knockout/stun – 20. Critical Strike – 20. Entangle. Death Blow.

Hand to Hand Damage:
Punch – 1D6+19. Power Punch (2A) – 2D6+19. Body Block/Tackle – 1D6+19 + knockdown. Karate Kick – 2D6+19. Axe Kick - 2D8+19. Roundhouse Kick - 3D8+19. Body Flip/Throw - 1D8+19 + knockdown.

Education Level and Skills: Military Specialist
Basic Military Program: Trap/Mine Detection, Running, Climbing, Military Etiquette, Radio-Basic, WP Automatic Rifle.
Military Demolitions Program: Basic Electronics, Basic Mechanics, Demolitions, Demolitions Disposal, Underwater Demolitions.
Espionage Program: Hand To Hand Assassin, Detect Ambush, Intelligence, Wilderness Survival, Escape Artist, Interrogation.
WP Modern: WP Auto-Pistol, WP Energy Pistol, WP Energy Rifle.
Professional Thief Program: Locksmith, Prowl, Safecracking, Surveillance Systems.

Secondary Skills: Computer Operation, Read Sensory Instruments, Cryptography, Language - English (native language is french), Athletics, Swimming, Scuba, Body Building, Pilot Motorcycle, WP Knife, WP Paired Weapons.

Money: Has a personal fortune of almost 2 million - half of which is invested.

Weapons: Commonly carries a Heavy Ion Blaster, a Laser Rifle, .45 Auto Pistol (with Flash supressor and scilencer), and a pair of Knives (balanced for throwing). Also has a selection of Automatic and Semi-Automatic Rifles, like AK-47s and M-16s, with which he uses specialty rounds (armor piercing, hollow point, etc).

Equipment: Normally carries a small lock pick set, small electronic toolkit, smoke and knockout gas micro-grenades, a spike/grapnel launcher and 200ft of high-test micro-fiber line on a utility belt. Costume incorporates concealed armor (AR 10, SDC 50). He will use heavier types of armor if the situation warrants it, but he pefers maximum mobility.

Vehicles: Modified Mercedes Benz (+50 mph to top speed, AR 15, +350 SDC, Oil Slick projector, forward-mounted 7.62mm Machine Gun). He will also rent or steal any type of vehicle he needs.

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


Last edited by Cardiac on Fri Jul 16, 2004 12:45 pm, edited 2 times in total.

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 Post subject:
Unread postPosted: Fri Jul 16, 2004 11:40 am
  

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Hero

Joined: Tue Mar 09, 2004 9:38 am
Posts: 1169
Location: Tucson Az
woooohoooo finally hes back :ok:

Lynx

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I want to be a small, petty, spiteful bitter man, just once.
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Unread postPosted: Fri Jul 16, 2004 12:42 pm
  

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JACKHAMMER

Real Name: Johnathan Lewis
Aliases: Jack Lewis, Big Jack, and Jackhammer.
Group Affiliation: The JP Gang.
Occupation: Gang Leader, professional criminal. Self-styled kingpin of crime.

Alignment: Miscreant
Power Category: Mutant
Experience Level: 6th
Hit Points: 48 S.D.C.: 170 Natural A.R.: 8
P.P.E.: 19
Attributes: IQ 18, ME 15, MA 14, PS 50, PP 20, PE 20, PB 10, Spd 28.
Age: 20 Sex: Male Height: 6ft. Weight: 314 lbs.

Unusual Physical Characteristics/Side Effects: Ambidexterous, Grows in power with experience.
Major Super Abilities: Supernatural Strength, Vibration.
Minor Super Abilities: Heavyweight.

Natural Abilities: PS is considered Supernatural. Is resistant to fatigue - tires at half the normal rate. Can generate intense shock waves for a variety of effects. Can vibrate himself to become effectively intangible for short periods of time. Is sensitive to motion and vibrations in the ground and air within 60ft (is difficult to catch unawares, can sense nearby movement, estimate numbers and speed of approach 78%).

Combat Training: Hand to Hand: Basic
Attacks: 7
Combat Bonuses: +5 Initiative, +4 Strike, +11 Automatic Parry, +10 Dodge, +7 Roll with Punch/Fall/Impact, +5 Pull Punch, +45 Damage, +0 Disarm.

Saving Throws: +10% vs Coma/Death, +3 vs Poison/Disease/Pain/Magic.

Other Combat Info: Auto knockout/stun – 20. Critical Strike – 19 or 20. Entangle. Pin/Incapacitate 18 to 20. Holds (all).

Hand to Hand Damage:
Restrained Punch - 4D6+45. Punch – 1D6x10+45. Power Punch (2A) – 2D6x10+45. Body Block/Tackle – 1D6x10+45 + knockdown. Karate Kick – 2D6x10+45. Body Flip/Throw - 1D8x10+45 + knockdown. Crush/Squeeze - 1D6x10+45.

Shock Waves: 180ft long, 6ft wide, 2D6x6 damage along ground.

Shock Blast: 260ft, 4D6 damage.

Vibro-Punch: adds 1D6 damage to hand/arm attacks. Vibro field protects limb from harm due to impacts.

Education Level and Skills: Trade School/On the job training
Criminal Program: Streetwise, Pick Locks, Prowl, Find Contraband, Concealment.
Physical Program: Boxing, Athletics, Wrestling, Body Building.

Secondary Skills: Radio-Basic, Computer Operation, Detect Ambush, Detect Concealment, Intelligence, Interrogation, Automotive Mechanics, Recognize Weapon Quality, Climbing, Hand to Hand Basic, WP Blunt, WP Sub-Machinegun.

Money: Through his extensive criminal operations, he personally makes several million a year, but a lot of this is spent to maintain his lavish style of living.

Weapons: When he doesn't want to get his fists messy, he will use any weapon that is appropriate for the job.

Equipment: Seldom uses any, but has access to a wide variety of items (or can purchase it/steal it easily). He will sometimes wear armor if appropriate.

Vehicles: Black fully-outfitted Strech Limo (armored; AR 15, +500 SDC), a black Hum-Vee (armored; AR 15, +500 SDC), and a small collection of expensive sports and luxury cars.

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


Last edited by Cardiac on Mon Apr 25, 2005 2:19 am, edited 2 times in total.

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Unread postPosted: Fri Jul 16, 2004 2:08 pm
  

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Palladium Books® Freelance Writer

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Posts: 3064
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
He's back and better then ever :ok:


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Unread postPosted: Sat Jul 17, 2004 12:53 pm
  

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Adventurer

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Posts: 436
Location: Newfie-land
PING

Real Name: Felicia Rodriguez
Aliases: Ping
Group Affiliation: The JP Gang.
Occupation: Gang second-in command, professional criminal.

Alignment: Anarchist
Power Category: Mutant
Experience Level: 3rd
Hit Points: 28 S.D.C.: 48
P.P.E.: 25
Attributes: IQ 11, ME 10, MA 14, PS 15, PP 14, PE 13, PB 12, Spd 18.
Age: 18 Sex: Female Height: 5ft. 3in. Weight: 125 lbs.

Unusual Physical Characteristics/Side Effects: None.
Major Super Abilities: Gravity Manipulation.
Minor Super Abilities: Bend Light, Gravitational Plane, Personal Force Field (graviton shield - 56 SDC).

Natural Abilities: Can reduce or increase gravity affecting a single target or all within an area. My manipulating gravity, she can fly at speeds of up to 20 mph (altitude is unlimited). She can change the direction of gravity along a surface; encompasses a 30ft area (30x30x30ft). She can surround herself with an intense field of gravitons, protecting her from harm. Can bend light, seperating the colors, parry/deflect light beams/lasers, and can create a "blank spot" by bending light around her, effectively making her invisible (as long as she concentrates). Can see into the IR and UV spectrum - 300ft.

Combat Training: Hand to Hand: Basic
Attacks: 4
Combat Bonuses: +0 Initiative, +0 Strike, +3 Automatic Parry, +3 Dodge, +3 Roll with Punch/Fall/Impact, +2 Pull Punch, +0 Damage, +0 Disarm.

Saving Throws: None

Other Combat Info: Called knockout/stun – 20. Critical Strike – 20. Entangle.

Hand to Hand Damage:
Punch – 1D4. Power Punch (2A) – 2D4. Body Block/Tackle – 1D4+ knockdown. Karate Kick – 2D4.

Education Level and Skills: High School
Criminal Program: Streetwise, Pick Locks, Prowl, Pick Pockets, Concealment.
Domestic Program: Basic Math, Dance, Cook, Sewing.

Secondary Skills: Radio-Basic, Computer Operation, Hand to Hand Basic, Intelligence, First Aid, Athletics, Body Building, Climbing, Pilot Motorcycle, Language English (native language is Spanish), WP Knife, WP Auto Pistol.

Money: She makes a great deal of mone doing what she does, but she also spends it freely. She has over a million in the bank, and several thousand on her at all times.

Weapons: She prefers to use her powers, but has been known to use handguns and knives.

Equipment: Seldom uses any, but has access to a wide variety of items (or can purchase it/steal it easily). She will sometimes wear body armor if appropriate (prefers the light varieties).

Vehicles: Loves expensive cars and motorcycles, and has several of each.

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


Last edited by Cardiac on Mon Apr 25, 2005 2:30 pm, edited 1 time in total.

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Unread postPosted: Sat Jul 17, 2004 1:25 pm
  

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Posts: 436
Location: Newfie-land
PONG

Real Name: Maryanna Rodriguez
Aliases: Pong
Group Affiliation: The JP Gang.
Occupation: Gang lieutenant, professional criminal.

Alignment: Miscreant
Power Category: Mutant
Experience Level: 2nd
Hit Points: 132 S.D.C.: 210
P.P.E.: 29
Attributes: IQ 9, ME 8, MA 15, PS 12, PP 13, PE 16, PB 26, Spd 28.
Age: 17 Sex: Female Height: 5ft. 5in. Weight: 110 lbs.

Unusual Physical Characteristics/Side Effects: None.
Major Super Abilities: Invulnerability.
Minor Super Abilities: Super Bounce, Extraordinary PB.

Natural Abilities: Superhuman Strength. Immune to most forms of attack (Radiation has half effect, Poisons/Toxins have 1/4 effect, and cannot kill the character. Supernatural Strength does half damage. Magic and Psionics have full effect). SDC of body regenerates at a rate of 4D6 per 10 minutes. Can hold his breath and survive without sustenance for 4 times longer than normal. Body is rubber-like in nature and can perform various feats by bouncing, such as bouncing/leaping great heights, ricocheting off of different targets, etc.

Combat Training: Hand to Hand: Basic
Attacks: 4
Combat Bonuses: +0 Initiative, +0 Strike, +3 Automatic Parry, +3 Dodge, +3 Roll with Punch/Fall/Impact, +2 Pull Punch, +0 Damage, +0 Disarm.

Saving Throws: +24% vs Coma/Death, +1 vs Poison/Disease/Pain/Magic, 80% Charm/Impress.

Other Combat Info: Called knockout/stun – 20. Critical Strike – 20. Entangle.

Hand to Hand Damage:
Punch – 2D4. Power Punch (2A) – 4D4. Body Block/Tackle – 2D4+ knockdown. Kick – 2D4.

Bounce Attack - 4D6 damage + knockdown.

Education Level and Skills: High School Dropout/Street Schooled
Street Skills: Streetwise, Prowl, WP Knife, Pick Locks, Pick Pockets, Seduction, Cook, Dance, Language English (native language is Spanish), Art.

Secondary Skills: Radio-Basic, Computer Operation, Hand to Hand Basic, First Aid, Athletics, Climbing, Pilot Motorcycle, WP Auto Pistol.

Money: She makes a great deal of money doing what she does, but she also spends it freely (much more freely than her older sister). She has just over a half million in the bank, and usually has several thousand on her at all times.

Weapons: She prefers to use her powers, but has been known to use handguns and knives.

Equipment: Seldom uses any, but has access to a wide variety of items (or can purchase it/steal it easily).

Vehicles: Loves expensive cars, and has several different models.

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


Last edited by Cardiac on Fri Sep 03, 2004 1:42 pm, edited 1 time in total.

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Unread postPosted: Thu Aug 12, 2004 10:49 pm
  

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OLD ONE

Joined: Fri Nov 03, 2000 2:01 am
Posts: 7695
Location: Indianapolis
Comment: PROUDLY Not a member of the "Cabal of 24"
Hey people, I am back.
Sorry the site VU2 site died. I had lost my previous job and could no longer afford my internet access. And unfortunately, my ISP was also my site host. But fear not, I shall soon ressurect the VU2 site and "NMI's Megaversal Database".

_________________
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
Megaversal Ambassador Coordinator
Palladium Books 2015 Robotech RPG Tactics Tournament Rules


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Unread postPosted: Sat Aug 14, 2004 10:50 am
  

Explorer

Joined: Sat Sep 30, 2000 1:01 am
Posts: 154
Good luck, NMI.

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Slash and burn, pillage and plunder. And my hobbies are.....


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Unread postPosted: Sat Aug 14, 2004 11:48 pm
  

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OLD ONE

Joined: Fri Nov 03, 2000 2:01 am
Posts: 7695
Location: Indianapolis
Comment: PROUDLY Not a member of the "Cabal of 24"
Troy Xavier wrote:
Good luck, NMI.
Luck has ... errr had nothing to do with it.

Back in the their full glory... The Cast of Friends... err Villains Unlimited

_________________
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
Megaversal Ambassador Coordinator
Palladium Books 2015 Robotech RPG Tactics Tournament Rules


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 Post subject:
Unread postPosted: Sun Aug 15, 2004 2:12 pm
  

Explorer

Joined: Sat Sep 30, 2000 1:01 am
Posts: 154
:P Well you were also looking for a ride to Gen Con so it was good luck all around.

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Slash and burn, pillage and plunder. And my hobbies are.....


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Unread postPosted: Sun Aug 15, 2004 2:37 pm
  

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Knight

Joined: Mon Jan 08, 2001 2:01 am
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The Deific NMI wrote:
Luck has ... errr had nothing to do with it.

Back in the their full glory... The Cast of Friends... err Villains Unlimited


Not that I want this shut down or anything, far from it but how does this not violate Palladium's copyright?

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― Neil deGrasse Tyson


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Unread postPosted: Sun Aug 15, 2004 2:41 pm
  

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OLD ONE

Joined: Fri Nov 03, 2000 2:01 am
Posts: 7695
Location: Indianapolis
Comment: PROUDLY Not a member of the "Cabal of 24"
Becuase I asked permission about it.

_________________
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
Megaversal Ambassador Coordinator
Palladium Books 2015 Robotech RPG Tactics Tournament Rules


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Unread postPosted: Sun Aug 15, 2004 2:53 pm
  

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Knight

Joined: Mon Jan 08, 2001 2:01 am
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The Deific NMI wrote:
Becuase I asked permission about it.


The way Palladium guards it copyrights I'm surprised they let you.

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“... there is no shame in not knowing. The problem arises when irrational thought and attendant behavior fill the vacuum left by ignorance.”
― Neil deGrasse Tyson


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Unread postPosted: Mon Aug 16, 2004 3:16 am
  

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Supreme Being

Joined: Sun Nov 25, 2001 2:01 am
Posts: 2476
Location: On the threshold of a dream
As I understood it (I may be wrong) Cardiac's revisions were considered derivative works rather than reprints of the official copyrighted material.

_________________
There you go man, keep as cool as you can.
Face piles of trials with smiles. It riles
them to believe that you perceive the web they weave
and keep on thinking free.

-- The Moody Blues, In the Beginning


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 Post subject:
Unread postPosted: Mon Aug 16, 2004 10:47 am
  

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Adventurer

Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
.....and more stats are on the way...got some time off coming up.

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


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 Post subject:
Unread postPosted: Mon Aug 16, 2004 1:58 pm
  

D-Bee

Joined: Tue Jun 22, 2004 4:11 pm
Posts: 28
As everyone else has said, awesome work, Cardiac. I'm really looking forward to the Crime Masters!


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Unread postPosted: Mon Aug 16, 2004 3:07 pm
  

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Megaversal® Ambassador Coordinator

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Posts: 1189
Location: Utah
Skiles99 wrote:
As everyone else has said, awesome work, Cardiac. I'm really looking forward to the Crime Masters!


Hello what? What is the Crime Masters?

Cardiac I would also submit your VU2 to the Rifter as a paralell world version. Change the names and keep what you have created. Players will like it. Hey I do.

_________________
Everything you can imagine is real. - Pablo Picasso
Imagination is more important than knowledge." but knowledge does help. - Albert Einstein
The gift of fantasy has meant more to me than my talent for absorbing positive knowledge. - Albert Einstein
My Blog and My Other Blog


Last edited by Zenvis on Mon Aug 16, 2004 3:38 pm, edited 1 time in total.

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Unread postPosted: Mon Aug 16, 2004 3:17 pm
  

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Knight

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Posts: 4274
Location: chillicothe, ohio; usa
Comment: Evil GM
Master of Magics
Defender of the Faith
Zenvis wrote:
Skiles99 wrote:
As everyone else has said, awesome work, Cardiac. I'm really looking forward to the Crime Masters!


Hello what? What is the Crime Masters?

a super villan group originally intrduced in the original HU book. and updated in HU revised
and i must say i would be interested in seeing some one elses ideas of what they would be like in HU2.

_________________
DM is correct by the way. - Ninjabunny
It's a shoddy carpenter who blames his tools. - Killer Cyborg
Every group has one problem player. If you cannot spot the one in your group; look in the mirror.
It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"


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Unread postPosted: Mon Aug 16, 2004 4:24 pm
  

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Megaversal® Ambassador Coordinator

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Posts: 1189
Location: Utah
Oh yeah, the guys that held up the mall... right? I remember doing that adventure. They got away in my episode.

_________________
Everything you can imagine is real. - Pablo Picasso
Imagination is more important than knowledge." but knowledge does help. - Albert Einstein
The gift of fantasy has meant more to me than my talent for absorbing positive knowledge. - Albert Einstein
My Blog and My Other Blog


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Unread postPosted: Mon Aug 16, 2004 4:50 pm
  

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Palladium Books® Freelance Writer

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Posts: 3064
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Hey don't forget Gold Falcon and Brain Storm. Although Brain Storm
was a little tougher when Hydrokinesis could actual do something
other then boil water to cook with.


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 Post subject:
Unread postPosted: Tue Aug 17, 2004 1:26 am
  

Explorer

Joined: Sat Sep 30, 2000 1:01 am
Posts: 154
Crime Masters. That was Shadow Master, Task Master, and Power Master right? Yeah, they and the goofy villain from the other adventure, I'd like to see converted.

_________________
Slash and burn, pillage and plunder. And my hobbies are.....


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 Post subject:
Unread postPosted: Tue Aug 17, 2004 1:29 am
  

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Knight

Joined: Sun May 12, 2002 1:01 am
Posts: 4274
Location: chillicothe, ohio; usa
Comment: Evil GM
Master of Magics
Defender of the Faith
hey cardiac

i know your prolly busy converting but how about the masters of speed man! im dying to see how you convert them.

_________________
DM is correct by the way. - Ninjabunny
It's a shoddy carpenter who blames his tools. - Killer Cyborg
Every group has one problem player. If you cannot spot the one in your group; look in the mirror.
It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"


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 Post subject:
Unread postPosted: Wed Aug 25, 2004 1:24 pm
  

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Palladium Books® Freelance Writer

Joined: Sat Sep 30, 2000 1:01 am
Posts: 3997
Location: Cuba, MO USA
Comment: The Emolancer
..Bringing this thread back into the current fold, as it's still a good topic, and Cardiac is da-Man.

-Mike >8]

_________________
Image
Minions - Character Sheets <---- UPDATED LINK TO MY DA PAGE!!!
Must repeat my mantra: As a genius, I am not qualified to make the assessment "it doesn't take a genius to figure this out."


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 Post subject:
Unread postPosted: Thu Aug 26, 2004 11:08 am
  

Hero

Joined: Wed Jan 31, 2001 2:01 am
Posts: 1386
Location: NY NY USA
I just got a copy of Justice machine, I dare say, I like it's format alot more then Villains unlimited. they actually feel like comic book villains, where as those in VU all feel like science experiments gone wrong

_________________
Three billion credits and change.
A neat toy from a dimension book that came out after rifts undersea.
A game master that allows a sea inquisitors powers to work on vehicle mounted weapons.
A player, bribed with pizza, willing to sacrifice his character.
All these must be, and the Lord shall fall.


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 Post subject:
Unread postPosted: Fri Aug 27, 2004 12:16 am
  

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Adventurer

Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
THE READER

Real Name: Isaiah Washington
Aliases: The Reader
Group Affiliation: The JP Gang
Occupation: Gang lieutenant, assistant to Jackhammer, professional criminal.

Alignment: Miscreant
Power Category: Natural Psionic
Experience Level: 6th
Hit Points: 41 S.D.C.: 30
P.P.E.: 8
I.S.P.: 180
Attributes: IQ 12, ME 25, MA 11, PS 12, PP 10, PE 12, PB 8, Spd 15
Age: 27 Sex: Male Height: 5ft. 8in Weight: 138 lbs.

Healing Psionics: Detect Psionics, Mask ISP & Psionics
Physical Psionics: Alter Aura, Mind Block, Levitation
Senstive Psionics: Astral Projection, Clairvoyance, Empathy, Mimic Skills, Object Read, Presence Sence, See Aura, See The Invisible, Sense Magic, Sense Time, Sensory Link, Sixth Sense, Speed Reading, Total Recall, Telepathy.
Super Psionics: Group Mind Block, Mind Block Auto-Defense, Mind Bond, Psychic Omni-Sight, Remote Viewing.

Natural Abilities: Needs only a 10 or higher to save vs psionics.

Combat Training: Basic
Attacks: 5 physical or psionic attacks.
Combat Bonuses: +1 Initiative, +1 Strike, +2 Automatic Parry, +2 Dodge, +2 Roll with Punch/Fall/Impact, +2 Pull Punch, +0 Damage, +0 Disarm.

Saving Throws: +5 vs Psionics/Possession/Horror Factor, +8 vs Insanity.

Other Combat Info: Critical Strike - 19 or 20. Called K.O./Stun - Nat 20. Entangle.

Hand to Hand Damage:
Punch - 1D4. Snap Kick - 1D6. Power Punch (2A) - 2D4. Body Block/Tackle - 1D4 + knockdown

Education Level and Skills: On the Job Training
Investigation Program: Computer Operation, Research, Surveillance Systems, Writing.
Investigation Program: Cryptography, Intelligence, Interrogation, Streetwise.

Secondary Skills: Radio-Basic, Radio-Scrambler, Optic Systems, Basic Electronics, Auto Mechanics, First Aid, Hand to Hand Basic, Read Sensory Equipment, Business & Finance, Law, WP Auto Pistol, WP Submachinegun.

Money: He makes a great deal of money doing what he does, but he also spends it freely. He has a bad gambling habit (and ironically, considering his powers, often finds himself losing more than he wins), and loves to buy expensive jewlery. He has over half-a-million in the bank as his personal savings and retirement fund which he will not touch, and several thousand in cash on him at all times (not including the jewlery he is probably wearing).

Weapons
Usually has some type of Automatic Pistol as a sidearm (usually a .45), and if he expects trouble has a submachinegun within easy reach.

Equipment
Seldom uses any, but has access to a wide variety of items (or can purchase it/steal it easily). He will sometimes wear body armor if appropriate (usually nothing more than a flak jacket or concealed vest for maximum mobility).

Vehicles
His favorite is a brand-new fully loaded Jaguar he received as a gift from Jackhammer. But he can get his hands on almost any common or not-so-common vehicle easily. Even the rare ones will take a bit of time.

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


Last edited by Cardiac on Fri Sep 03, 2004 3:00 pm, edited 1 time in total.

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 Post subject:
Unread postPosted: Tue Aug 31, 2004 4:51 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3064
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
I'm pretty sure the warm up round is over. So let's see the Dark Tribunal,
Masters of Speed, and the new and "improve" Sentinels of
Liberty and Justice. I can't wait (rub hands).


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 Post subject:
Unread postPosted: Thu Sep 02, 2004 4:17 pm
  

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Adventurer

Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
HELLBENT

Real Name: Drake Zaric
Aliases: Arthur Pennington (the president of his holding company), Devon Savic, David Hellstrom, and Hellbent.
Group Affiliation: The Masters of Speed.
Occupation: Professional super-criminal, leader of the Masters of Speed.

Alignment: Aberrant
Power Category: Mutant
Experience Level: 11th
Hit Points: 109 S.D.C.: 386
P.P.E.: 34
Attributes: IQ 16, ME 12, MA 24, PS 30, PP 18, PE 24, PB 20, Spd 1027 (700mph).
Age: 34 Sex: Male Height: 6ft. 5in. Weight: 240 lbs.

Unusual Physical Characteristics/Side Effects: Stocky/Unusually Broad.
Major Super Abilities: Sonic Speed, Bio-Ghost
Minor Super Abilities: Iron Will, Increased Durability, Lightning Reflexes.

Natural Abilities: Superhuman Strength. Must draw on the bio-energy of living creatures to live (temporarily turns intangible while feeding/touching a living thing). Can run at the speed of sound (Mach 1 or approx. 700 mph), and can turn/stop on a dime. Can swim at a max speed of 300mph and with a running start can leap 60ft high and 100ft lengthwise. His vision is 5 times better than a normal humans’, enabling him to recognize a face 1 mile distant. He also has passive nightvision with a range of 500ft. His mind is extremely disciplined – he needs only a 12 or higher to save vs psionic attack, and penalties for being confused/dazed/drugged are half normal.

Combat Training: Hand to Hand: Martial Arts
Attacks: 12
Combat Bonuses: +12 Initiative, +5 Strike, +11 Automatic Parry, +14 Dodge, +9 Automatic Dodge, +16 Roll with Punch/Fall/Impact, +13 Pull Punch, +19 Damage, +6 Disarm.

Combat Note - Bio-Ghost Superccharging: take note that the character receives additional bonuses (to Initiative, PS, SDC, HP, Attacks and saves vs Toxins) when he "supercharges" himself with bio-energy. However, also note that after the supercharging wears off he is weakened.

Saving Throws: 80% Trust/Intimidate, +7 vs Possession, +6 vs Mind Control (+14 vs Magic mind control), +5 vs Illusions of any kind (+13 vs Magic illusions), +5 vs Horror Factor, +3 vs Insanity, +8 vs Magic/Disease, +5 vs Toxins/Pain, +48% vs Coma/Death, 50% Charm/Impress.

Other Combat Info: Auto knockout/stun – 20. Critical Strike – 18-20. Entangle. Holds (all). Pin/Incapacitate - 18-20. Paired Weapons.

Hand to Hand Damage:
Restrained Punch – 1D4+19. Karate Punch – 4D4+19. Power Punch (2A) – 4D8+19. Body Block/Tackle – 2D4+19 + knockdown. Karate Kick – 4D4+19. Snap Kick – 2D6+19. Roundhouse Kick – 6D6+19. Wheel Kick – 4D6+19. Tripping Leg Hook – knockdown. Crush/Squeeze – 2D4+19. Body Throw/Flip – 2D6+19 + knockdown. Jump Kick – 12D6+19. Flying Jump Kick – 8D6+19. Leap Attack – x2 normal damage.

Super-Fast Punch – 8D6+19
Super-Fast Kick – 10D6+19
Super-Fast Power Punch/Kick (2 attacks) – 2D6x10+19
Body Block/Ram at 400mph and greater – 4D4x10+19 + possible knockdown. Plus, the speedster takes 5D6 damage himself.

Education Level and Skills: 4 years of college
Communications Program: Radio-Basic, Radio-Scrambler, TV/Video, Surveillance Systems.
Electronics Program: Electrical Engineer, Basic Mechanics, Computer Operation, Computer Repair.
Physical Program: Boxing, Wrestling, Scuba, Gymnastics.

Secondary Skills: Hand to Hand Martial Arts, Optic Systems, Read Sensory Equipment, Cook, Detect Ambush, Intelligence, Basic Mechanics, First Aid, Athletics, Body Building, Climbing, Swimming, Pilot Truck, Land Navigation, Advanced Math, Business & Finance.

Money: Is a multi-millionaire, investing his spoils (and part of his teammate’s money) in his dummy corporation and business Arms Machining Inc.

Weapons: Doesn’t feel the need to use any – he is a weapon.

Equipment: Seldom uses any, but has access to a wide variety of items if necessary (or can purchase it/steal it easily). His trademark black costume has a radio transceiver built into it – 50 mile range. It can also be set to emit a homing signal.

Vehicles: Besides the MoS mobile base, he rarely uses any, preferring to use his own powers.

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


Last edited by Cardiac on Fri Sep 03, 2004 12:44 pm, edited 2 times in total.

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 Post subject:
Unread postPosted: Thu Sep 02, 2004 4:19 pm
  

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Adventurer

Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
CHEETAH

Real Name: Dyan Sagan
Aliases: Cheetah.
Group Affiliation: The Masters of Speed.
Occupation: Professional super-criminal, former chemist.

Alignment: Unprincipled, with certain leanings toward Anarchist.
Power Category: Experiment
Experience Level: 6th
Hit Points: 41 S.D.C.: 102
P.P.E.: 31
Attributes: IQ 22, ME 14, MA 14, PS 14, PP 20, PE 12, PB 22, Spd 250/500 (170/340mph).
Age: 27 Sex: Female Height: 5ft. 8in. Weight: 130 lbs.

Unusual Physical Characteristics/Side Effects: Chemical Resistance.
Major Super Abilities: None
Minor Super Abilities: Extraordinary Spd, Extraordinary PP, Heightened Sense of Smell, Heightened Sense of Hearing, Super-Vision Nightvision

Power Notes - Speed Burst: Like her namesake animal, she is only capable of short bursts at her top speed of 340mph – no longer than 1 minute. Normally she travels at her energy-conserving “cruising speed” of 170mph – exactly one-half of her max burst speed. She can suddenly accelerate from her cruising speed to her maximum speed as often as every 2 minutes. However, this ability to suddenly and almost instantaneously accelerate has given her some special bonuses; +2 to strike/parry/dodge/auto-dodge/roll, but is -2 to pull punch. These bonuses are added to her normal bonuses only when she zips off from a standing start at max speed and last only for the first round of combat. She also gets a permanent +2 bonus to initiative.

Natural Abilities: Can run at incredible speeds (normal speed is 170 mph, but can run for short bursts at 340mph), and can turn/stop on a dime. She can see perfectly in even total darkness. Advanced Hearing allows him to hear a normal conversation at 360ft, or a whisper at 150ft (Estimate distance 90%, Estimate speed and direction of approach 80%, Recognize voice or sound 70%, Imitate Voice 60%). Exceptional sense of Smell (can recognize/identify specific odours 94%, recognize chemicals by scent 74%, recognize individuals by scent alone 68%, and track by scent 58%. Difficult to completely surprise her, especially if she is downwind). Her speed burst/acceleration ability has also made her twice as resistant against the effects of inertia/G-forces as a normal human. She is also resistant to the effects of foreign chemicals – half effect (even applies to beneficial drugs).

Combat Training: Hand to Hand: Martial Arts
Attacks: 7
Combat Bonuses: +15 Initiative, +7 Strike, +11 Automatic Parry, +16 Dodge, +11 Automatic Dodge, +10 Roll with Punch/Fall/Impact, +5 Pull Punch, +0 Damage, +2 Disarm.

Combat Note: +4 to damage per every 20mph of running speed. The best a standing-still punch or kick can do is +8 (40 mph). Also note her Speed Burst bonuses when applicable (see above).

Saving Throws: +5 vs all Drugs and Toxins, +2 vs Magic potions/toxins, 60% Charm/Impress.

Other Combat Info: Called knockout/stun – 20. Critical Strike – 18-20. Entangle. Holds (all).

Hand to Hand Damage:
Karate Punch – 2D4. Power Punch (2A) – 4D4. Body Block/Tackle – 1D4 + knockdown. Karate Kick – 2D4. Snap Kick – 1D6. Axe Kick - 2D6. Wheel Kick – 2D6. Tripping Leg Hook – knockdown. Jump Kick – 6D6. Flying Jump Kick – 4D6.

Education Level and Skills: Master’s Degree
Science Program: Computer Operation, Advanced Math, Chemistry, Chemistry-Analytical, Biology, Botany.
Professional Thief Program: Locksmith, Prowl, Climbing, Surveillance Systems.
Physical Program: Hand to Hand Martial Arts, Athletics.
Language Program French, Spanish, German, Japanese.

Secondary Skills: Radio-Basic, Read Sensory Equipment, Land Navigation, First Aid, Body Building, Acrobatics, Swimming, Pilot Truck, Business & Finance, Art, Computer Programming, Computer Hacking, Research, WP Knife.

Money: Has amassed a fortune of several million – lets Hellbent take care of the investments and finances.

Weapons: Often uses a pair of Fabricators VK-421 Vibro-Blade Claw Gloves; 3D6 damage per attack and can damage the hardest substances. She generally uses these to disable opponents.

Equipment: Seldom uses any, but has access to a wide variety of items if necessary (or can purchase it/steal it easily). Her trademark cheetah-print costume has a radio transceiver built into it – 50 mile range. It can also be set to emit a homing signal. It also has built-in concealed armor and padding – AR 10, SDC 50 (this is more to protect her from collisions and high-speed slides than actual combat).

Vehicles: Besides the MoS mobile base, she rarely uses any, preferring to use her own powers.

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


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 Post subject:
Unread postPosted: Fri Sep 03, 2004 2:44 pm
  

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Adventurer

Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
FULLBORE

Real Name: Harry Coyle
Aliases: Fullbore
Group Affiliation: The Masters of Speed.
Occupation: Professional super-criminal, former Sargeant in the Canadian military.

Alignment: Aberrant
Power Category: Mega-Experiment
Experience Level: 8th
Hit Points: 194 S.D.C.: 698
P.P.E.: 26
Attributes: IQ 15, ME 9, MA 19, PS 19, PP 12, PE 18, PB 11, Spd 557 (380mph).
Age: 32 Sex: Male Height: 5ft. 10in. Weight: 195 lbs.

Unusual Physical Characteristics/Side Effects: Odd skin texture – rubbery.
Mega-Power: Tremendous SDC
Major Super Abilities: Invulnerability
Minor Super Abilities: Extraordinary Spd, Radar.

Weakness - Lack of fine control: Fullbore is unable to make sharp turns easily or stop quickly. In order to make a sharp course change at speeds over 100mph, he must bounce off of objects, ricocheting himself in a different direction. To stop quickly, he must run into a solid object or person. His radar sense helps to perform the ricochets, and if that sense is fouled, he cannot effectively change course at high speeds (he either crashes into the object or bounces off, most likely in an unintended direction). While making high-speed attacks, his strike bonus is halved, unless he wears his specially designed armor.

Natural Abilities: Supernatural Strength. Can run at incredible speeds (up to 380mph). Senses are much sharper – 50% sharper than a normal human. Natural Radar Sense - 1800ft (Interpret Shapes 80%, Estimate Distance 84%, Estimate Direction 84%, Estimate Speed 64%, Estimate Exact Location 74%). Suffers no penalies while blinded. Immune to most forms of attack (Disease and Radiation have half effect, Poisins/Toxins have 1/4 effect, and cannot kill the character. Supernatural Strength does half damage. Magic and Psionics have full effect). SDC of body regenerates at a rate of 4D6 per 10 minutes. Can hold his breath and survive without sustenance for 4 times longer than normal. Recovers from physically debilitating spells, powers, drugs, disease, etc, twice as fast as normal (half duration). Considered to be a Supernatural Being.

Combat Training: Hand to Hand: Expert
Attacks: 8
Combat Bonuses: +11 Initiative, +6 Strike, +11 Automatic Parry, +14 Dodge, +4 Automatic Dodge, +10 Roll with Punch/Fall/Impact, +5 Pull Punch, +4 Damage, +4 Disarm.

Combat Note: +4 to damage per every 20mph of running speed. The best a standing-still punch or kick can do is +8 (40 mph). If the Radar sense is somehow negated, subtract 4 from initiative, 1 attack, and 2 from strike/parry/dodge/auto dodge bonuses. While making high-speed attacks, his strike bonus is halved, unless he is wearing his special armor.

Saving Throws: +2 vs Possession/Horror Factor, 55% Charm/Impress, +26% vs Coma/Death, +2 vs Poison/Disease/Pain, +3 vs Magic.

Other Combat Info: Auto knockout/stun – 20. Critical Strike – 18-20. Entangle. Holds (all). Pin/Incapacitate – 18-20. Paired Weapons.

Hand to Hand Damage:
Restrained Punch – 1D6+4. Karate Punch – 4D6+4. Power Punch (2A) – 8D6+4. Body Block/Tackle – 2D6+4 + knockdown. Karate Kick – 4D6+4. Crescent Kick – 4D8+8. Roundhouse Kick - 6D8+4. Wheel Kick – 4D8+4. Tripping Leg Hook – knockdown. Jump Kick – 12D8+4. Flying Jump Kick – 8D8+4. Crush/Squeeze – 2D6+4. Leap Attack – x2 normal damage.

Ricochet Attack: Counts as 2 attacks, +1 per target/ricochet (so if Fullbore wants to hit 4 separate targets, it would cost him 6 attacks). Roll to strike each intended target. If struck, that particular target takes normal Body Block/Tackle damage (don’t forget the damage bonus added for high speed), and may be knocked down. If the target is knocked down they may also be dazed (70% chance) for 1D4 melees (losing initiative and -3 to strike/parry/dodge).
If Fullbore misses at any point, this may disrupt the entire attack, unless there is something in his path to deflect himself, in which case he may be able to continue his ricochet attack if the angle is right (GM’s discretion). If there is no such obstacle, Fullbore loses the appropriate number of attacks (2+number of previous strike attempts/ricochets) and will have to slow down, turn around, and try again.

Education Level and Skills: Military Specialist
Basic Military Program: Running, Climbing, Military Etiquette, Radio-Basic, WP Automatic Rifle, Camouflage.
Military Demolitions Program: Basic Electronics, Basic Mechanics, Demolitions, Demolitions-Disposal, Trap/Mine Detection.
Espionage Program: Hand to Hand Martial Arts, Detect Ambush, Intelligence, Wilderness Survival, Detect Concealment, Sniper.
WP Modern: WP Rifle, WP Auto Pistol, WP Heavy.
Physical Program Boxing, Wrestling, Athletics, Body Building.

Secondary Skills: Land Navigation, Advanced Math, First Aid, Prowl, Pilot Helicopter, Pilot Truck, Read Sensory Equipment, Safecracking, Computer Operation.

Money: Has amassed a fortune of several million – lets Hellbent take care of the investments and finances.

Weapons: Prefers to use his super-abilities.

Equipment: Seldom uses any, but has access to a wide variety of items if necessary (or can purchase it/steal it easily). His costume has a radio transceiver built into the helmet – 50 mile range, which can be set to emit a homing signal. Passive nightsight optics are built into the helmet as well – 500ft range. His outfit also consists of upper-body hard armor and padding designed to withstand high-speed collisions – AR 12, SDC 120 (protects his head, neck, shoulders and upper torso, and gauntlets protect his forearms/wrists). This armor has aerodynamic contours and stabilizer fins on the shoulders and helmet, which help him turn and make slight course corrections while running at high speed and while performing high-speed attacks (negates his strike penalty for making such attacks).

Vehicles: Besides the MoS mobile base, he rarely uses any, preferring to use his own powers.

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


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 Post subject:
Unread postPosted: Sat Sep 04, 2004 9:33 pm
  

User avatar
Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3064
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
8) 8-) Cardiac, you are the man! Fullbore a mega-villian!!!
And look he doesn't take damage when he crashes into
people. :ok: Keep'em coming.


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 Post subject:
Unread postPosted: Sun Sep 05, 2004 12:16 pm
  

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Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
Reagren Wright wrote:
8) 8-) Cardiac, you are the man! Fullbore a mega-villian!!!
And look he doesn't take damage when he crashes into
people. :ok: Keep'em coming.


Well, he seemed like the most "Tankish" of the MoS, and the Mega Template didn't really add much to him (besides a lot more SDC), so I decided to make him the designated "damage sponge" of the MoS. I might release a non-mega version of him for those who don't think he qualifies as a mega (I'm kind of split on the issue).

Even non-mega, he is still powerful, when you consider his powers and combat bonuses.

Oh - and the whole "he takes damage from impacts" bit was kind of lame in the old write-up - so I changed it. Now the armor actually has a specified purpose.

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


Last edited by Cardiac on Sun Sep 05, 2004 12:28 pm, edited 2 times in total.

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 Post subject:
Unread postPosted: Sun Sep 05, 2004 12:21 pm
  

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Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
FULLBORE (Non-Mega version)

Real Name: Harry Coyle
Aliases: Fullbore
Group Affiliation: The Masters of Speed.
Occupation: Professional super-criminal, former Sargeant in the Canadian military.

Alignment: Aberrant
Power Category: Experiment
Experience Level: 8th
Hit Points: 194 S.D.C.: 358
P.P.E.: 26
Attributes: IQ 15, ME 9, MA 19, PS 19, PP 12, PE 18, PB 11, Spd 557 (380mph).
Age: 32 Sex: Male Height: 5ft. 10in. Weight: 195 lbs.

Unusual Physical Characteristics/Side Effects: Odd skin texture – rubbery.
Major Super Abilities: Invulnerability
Minor Super Abilities: Extraordinary Spd, Radar.

Power Note - Lack of fine control: Fullbore is unable to make sharp turns easily or stop quickly. In order to make a sharp course change at speeds over 100mph, he must bounce off of objects, ricocheting himself in a different direction. To stop quickly, he must run into a solid object or person. His radar sense helps to perform the ricochets, and if that sense is fouled, he cannot effectively change course at high speeds (he either crashes into the object or bounces off, most likely in an unintended direction). While making high-speed attacks, his strike bonus is halved, unless he wears his specially designed armor.

Natural Abilities: Superhuman Strength. Can run at incredible speeds (up to 380mph). Natural Radar Sense - 1200ft (Interpret Shapes 80%, Estimate Distance 84%, Estimate Direction 84%, Estimate Speed 64%, Estimate Exact Location 74%). Suffers no penalies while blinded. Immune to most forms of attack (Disease and Radiation have half effect, Poisins/Toxins have 1/4 effect, and cannot kill the character. Supernatural Strength does half damage. Magic and Psionics have full effect). SDC of body regenerates at a rate of 4D6 per 10 minutes. Can hold his breath and survive without sustenance for 4 times longer than normal.

Combat Training: Hand to Hand: Expert
Attacks: 8
Combat Bonuses: +11 Initiative, +6 Strike, +11 Automatic Parry, +14 Dodge, +4 Automatic Dodge, +10 Roll with Punch/Fall/Impact, +5 Pull Punch, +4 Damage, +4 Disarm.

Combat Note: +4 to damage per every 20mph of running speed. The best a standing-still punch or kick can do is +8 (40 mph). If the Radar sense is somehow negated, subtract 4 from initiative, 1 attack, and 2 from strike/parry/dodge/auto dodge bonuses. While making high-speed attacks, his strike bonus is halved, unless he is wearing his special armor.

Saving Throws: 55% Charm/Impress, +26% vs Coma/Death, +2 vs Magic/Poison/Disease/Pain.

Other Combat Info: Auto knockout/stun – 20. Critical Strike – 18-20. Entangle. Holds (all). Pin/Incapacitate – 18-20. Paired Weapons.

Hand to Hand Damage:
Restrained Punch – 1D4+4. Karate Punch – 4D4+4. Power Punch (2A) – 8D4+4. Body Block/Tackle – 2D4+4 + knockdown. Karate Kick – 4D4+4. Crescent Kick – 4D6+8. Roundhouse Kick - 6D6+4. Wheel Kick – 4D6+4. Tripping Leg Hook – knockdown. Jump Kick – 12D6+4. Flying Jump Kick – 8D6+4. Crush/Squeeze – 2D4+4. Leap Attack – x2 normal damage.

Ricochet Attack: Counts as 2 attacks, +1 per target/ricochet (so if Fullbore wants to hit 4 separate targets, it would cost him 6 attacks). Roll to strike each intended target. If struck, that particular target takes normal Body Block/Tackle damage (don’t forget the damage bonus added for high speed), and may be knocked down. If the target is knocked down they may also be dazed (70% chance) for 1D4 melees (losing initiative and -3 to strike/parry/dodge).
If Fullbore misses at any point, this may disrupt the entire attack, unless there is something in his path to deflect himself, in which case he may be able to continue his ricochet attack if the angle is right (GM’s discretion). If there is no such obstacle, Fullbore loses the appropriate number of attacks (2+number of previous strike attempts/ricochets) and will have to slow down, turn around, and try again.

Education Level and Skills: Military Specialist
Basic Military Program: Running, Climbing, Military Etiquette, Radio-Basic, WP Automatic Rifle, Camouflage.
Military Demolitions Program: Basic Electronics, Basic Mechanics, Demolitions, Demolitions-Disposal, Trap/Mine Detection.
Espionage Program: Hand to Hand Martial Arts, Detect Ambush, Intelligence, Wilderness Survival, Detect Concealment, Sniper.
WP Modern: WP Rifle, WP Auto Pistol, WP Heavy.
Physical Program Boxing, Wrestling, Athletics, Body Building.

Secondary Skills: Land Navigation, Advanced Math, First Aid, Prowl, Pilot Helicopter, Pilot Truck, Read Sensory Equipment, Safecracking, Computer Operation.

Money: Has amassed a fortune of several million – lets Hellbent take care of the investments and finances.

Weapons: Prefers to use his super-abilities.

Equipment: Seldom uses any, but has access to a wide variety of items if necessary (or can purchase it/steal it easily). His costume has a radio transceiver built into the helmet – 50 mile range, which can be set to emit a homing signal. Passive nightsight optics are built into the helmet as well – 500ft range. His outfit also consists of upper-body hard armor and padding designed to withstand high-speed collisions – AR 12, SDC 120 (protects his head, neck, shoulders and upper torso, and gauntlets protect his forearms/wrists). This armor has aerodynamic contours and stabilizer fins on the shoulders and helmet, which help him turn and make slight course corrections while running at high speed and while performing high-speed attacks (negates his strike penalty for making such attacks).

Vehicles: Besides the MoS mobile base, he rarely uses any, preferring to use his own powers.

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


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 Post subject:
Unread postPosted: Sun Sep 05, 2004 3:06 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3064
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
I suprised you choose Fullbore to be the Mega and not Hellbent. Then
again how scarier can you make a guy with Bio-ghost and Sonic Speed
who in a sneak way has Superhuman PS (love the stocky rule which
most people are unaware of).


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 Post subject:
Unread postPosted: Sun Sep 05, 2004 6:09 pm
  

Explorer

Joined: Sat Sep 30, 2000 1:01 am
Posts: 154
Yeah, Fullbore really needs the boost a lot more than Hellbent. I'm waiting for my favorite MoS to be updated...the always fun Whirligig.

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Slash and burn, pillage and plunder. And my hobbies are.....


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 Post subject:
Unread postPosted: Tue Sep 07, 2004 3:29 pm
  

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Adventurer

Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
WHIPLASH

Real Name: Jackson Sieber
Aliases: Jack Sabre, Jacko, and Whiplash, among others.
Group Affiliation: The Masters of Speed.
Occupation: Professional super-criminal.

Alignment: Diabolic
Power Category: Mutant
Experience Level: 6th
Hit Points: 42 S.D.C.: 130
P.P.E.: 21
Attributes: IQ 11, ME 8, MA 8, PS 24, PP 15, PE 14, PB 10, Spd 500 (340mph).
Age: 26 Sex: Male Height: 6ft. 2in. Weight: 210 lbs.

Unusual Physical Characteristics/Side Effects: Ambidexterous
Major Super Abilities: None.
Minor Super Abilities: Extraordinary Speed, Adhesion, Impact Resistance, Super-vision – Advanced Sight.

Power Note – Enhanced Maneuverability: Due to his fine control over his adhesion power, he possesses an amazing degree of maneuverability even while running at hundreds of miles per hour. This gives him the following bonuses; +2 to Initiative, strike, parry and dodge, and all his dodge rolls are considered to be an automatic dodge.

Natural Abilities: Can run at incredible speeds (up to 340 mph), and can turn/stop instantly. His vision is far superior, enabling him to recognize a face 6 miles distant. Is extremely resistant to physical (kinetic) attack - the first 20 points of physical damage from an attack is ignored, and any additional damage is halved. Can stick to surfaces and can climb/run on even sheer vertical surfaces.

Combat Training: Hand to Hand: Assassin
Attacks: 9
Combat Bonuses: +8 Initiative, +6 Strike, +12 Automatic Parry, +14 Automatic Dodge, +10 Roll with Punch/Fall/Impact, +7 Pull Punch, +13 Damage, +3 Disarm.

Combat Note: +4 to damage per every 20mph of running speed. The best a standing-still punch or kick can do is +8 (40 mph). If his Adhesion ability is somehow negated, subtract his “Enhanced Maneuverability” bonuses, his Auto Dodge becomes his regular Dodge bonus, and he gains an Auto Dodge of +2.

Saving Throws: None

Other Combat Info: Auto knockout/stun – 20. Critical Strike – 20. Entangle. Holds (all). Pin/Incapacitate - 18-20. Paired Weapons.

Hand to Hand Damage:
Punch – 1D4+13. Power Punch (2A) – 2D4+13. Body Block/Tackle – 1D4+13 + knockdown. Kick – 2D4+13. Crush/Squeeze – 1D4+13. Body Throw/Flip – 1D6+16 + knockdown.

Special Attacks:
1) Whiplash: Whiplash grabs a person while travelling at high speed and, while still holding on to them, stops abruptly. Roll a percentile dice and consult the following table to see what happens. This costs whiplash 7 attacks.
01-20% - The sudden deceleration snaps the neck of the victim, doing Whiplash’s speed bonus damage (4 per 20mph) directly to the victim’s HP, most likely killing or crippling them. Roll vs Coma/Death if applicable.
31-60% - Severe whiplash or concussion. The victim takes 4D6 damage to both HP and SDC (if applicable) and receives a neck and head injury that causes chronic neck pain, stiffness, and headaches for 2D4x10 days. During this period, the victim has no initiative and all of their combat bonuses, skill proficiencies and speed are halved. Multiple whiplashes simply inflict more damage.
61-90% - Whiplash or concussion. The victim takes 2D6 damage to both HP and SDC (if applicable) and receives a neck and head injury that causes chronic neck pain, stiffness, and headaches for 6D6 days. During this period, the victim is –4 on all combat rolls, and Spd is reduced by half. Multiple whiplashes simply inflict more damage.
91-00% - The victim is relatively unharmed (2D4 damage and a 50% chance to be dazed/stunned for 1D4 melees (losing initiative and -3 to strike/parry/dodge).

Note: The following powers add a 5% bonus to the roll (all bonuses are cumulative); Extraordinary PS, Extraordinary PE, Heavyweight, Increased Durability, Indestructible Bones, Superhuman PS, Supernatural PS or any flight power. Invulnerable characters, heroes with Stretching/Elasticity, other super-speedsters (Extraordinary Speed, Sonic Speed) or who are in forms that have no neck or vertebrae are immune as well (such as many of the APS powers). Characters wearing special armor/equipment designed to prevent neck injury get a 15% bonus.

2) Short Whip: Whiplash grabs a person while travelling at high speed and whips them into the ground or a solid object using a judo-style throwing motion. Does appropriate damage for a Body Throw/Flip (including the damage bonus for high speed). This also has a 01-30% chance of causing whiplash (or a concussion) – a neck and head injury that causes chronic neck pain, stiffness, and headaches for 3D6 days. During this period, the victim is –2 on all combat rolls, and Spd is reduced by half. Multiple whiplashes simply inflict more damage. This costs Whiplash 3 attacks.

3) Forward Crunch: Whiplash grabs a victim, runs with them for a short distance. He then stops instantly, releasing the victim and letting their momentum carry them into an object. This attack inflicts 1D6+1 damage per 20mph of speed (so at 100mph the victim takes 5D6+5 damage). The damage is halved if the victim does not hit an obstacle and simply slides along the ground. The victim may also be dazed (70% chance) for 1D4 melees (losing initiative and -3 to strike/parry/dodge). This costs whiplash 4 attacks.

4) Hook and Release: Whiplash grabs an opponent, runs up the side of a large building or other tall structure, and simply releases the victim, letting them fall. The victim may also be dazed (70% chance) for 1D4 melees (losing initiative and -3 to strike/parry/dodge). This typically costs Whiplash 4 attacks (but could cost more or less depending on the height travelled).

Education Level and Skills: Trade School
Espionage Program: Hand to Hand Assassin, Detect Ambush, Intelligence, Wilderness Survival, Escape Artist, Sniper.
Physical Program: Boxing, Wrestling, Prowl, Body Building.

Secondary Skills: Radio Basic, Optic Systems, Read Sensory Equipment, Basic Electronics, Automotive Mechanics, Athletics, Pilot Truck, Land Navigation, Find Contraband, Computer Operation, WP Rifle, WP Auto-Pistol, WP Submchinegun, WP Knife.

Money: Has amassed a fortune of several million – lets Hellbent (grudgingly and with much criticism) take care of the investments and finances.

Weapons: Doesn’t feel the need to use any – he is a weapon.

Equipment: Seldom uses any, but has access to a wide variety of items if necessary (or can purchase it/steal it easily). His costume has a radio transceiver built into the helmet – 50 mile range, which can be set to emit a homing signal. Passive nightsight optics are built into the helmet as well – 500ft range. His outfit also consists of full-body concealed armor/padding (to protect from collisions and slides) and upper-body hard armor/padding (covering his head, neck, shoulders and upper torso) designed to protect his head, neck and upper spine from any strain/damage due to collisions and his penchant for sudden stops – AR 13, SDC 150

Vehicles: Besides the MoS mobile base, he rarely uses any, preferring to use his own powers.

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


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 Post subject:
Unread postPosted: Tue Sep 07, 2004 4:41 pm
  

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Rifter® Contributer

Joined: Wed Feb 27, 2002 2:01 am
Posts: 1005
Location: New Zealand
My current gaming group has never encountered the original crime masters.. can't wait to see them converted.. stunning work Cardiac, absolutely brilliant. :ok:
8-)

_________________
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Hand crafted fantasy miniatures.


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 Post subject:
Unread postPosted: Tue Sep 07, 2004 5:24 pm
  

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Champion

Joined: Thu Apr 18, 2002 1:01 am
Posts: 2411
Location: The Servodome, in downtown Servotopia
Cardiac wrote:
Reagren Wright wrote:
8) 8-) Cardiac, you are the man! Fullbore a mega-villian!!!
And look he doesn't take damage when he crashes into
people. :ok: Keep'em coming.


Well, he seemed like the most "Tankish" of the MoS, and the Mega Template didn't really add much to him (besides a lot more SDC), so I decided to make him the designated "damage sponge" of the MoS. I might release a non-mega version of him for those who don't think he qualifies as a mega (I'm kind of split on the issue).

Even non-mega, he is still powerful, when you consider his powers and combat bonuses.

Oh - and the whole "he takes damage from impacts" bit was kind of lame in the old write-up - so I changed it. Now the armor actually has a specified purpose.


You know, I never would have figured Fullbore as a Mega-Villain... until I saw your version. I think Mega status fits him perfectly. :ok:

_________________
My Artwork Samples Set on Deviant Art
Hi! I'm Danger, but today I'll be Uncle Servo's Sock Puppet. -- Danger
US <Uncle> saves the day again. -- RockJock
And Servo has engineered another good idea. -- Sentinel


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 Post subject:
Unread postPosted: Wed Sep 08, 2004 2:25 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3064
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Whiplash-Hook and Release. Evil very evil. :demon:
And we like evil.


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 Post subject:
Unread postPosted: Wed Sep 08, 2004 5:24 pm
  

Explorer

Joined: Sat Sep 30, 2000 1:01 am
Posts: 154
Evil is fun. :D Still waiting for Whirligig. :D

_________________
Slash and burn, pillage and plunder. And my hobbies are.....


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 Post subject:
Unread postPosted: Thu Sep 09, 2004 1:11 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3064
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Whirligig would be even nastier if he was miscreant and/or diabolic.
and if he had Body Weapons. Spin and have bladded arms. :demon:
Have to chance his name to Human Blender though.


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 Post subject:
Unread postPosted: Thu Sep 09, 2004 2:32 pm
  

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Champion

Joined: Thu Apr 18, 2002 1:01 am
Posts: 2411
Location: The Servodome, in downtown Servotopia
Reagren Wright wrote:
Whirligig would be even nastier if he was miscreant and/or diabolic.
and if he had Body Weapons. Spin and have bladded arms. :demon:
Have to chance his name to Human Blender though.


He'd be nastier, sure... but then he wouldn't be Whirligig.

One thing I've particularly liked about Cardiac's revisions is how even when characters become much more powerful they still remain true to their original 'spirit' or 'feel.'

_________________
My Artwork Samples Set on Deviant Art
Hi! I'm Danger, but today I'll be Uncle Servo's Sock Puppet. -- Danger
US <Uncle> saves the day again. -- RockJock
And Servo has engineered another good idea. -- Sentinel


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 Post subject:
Unread postPosted: Thu Sep 09, 2004 3:56 pm
  

Adventurer

Joined: Mon Jun 30, 2003 11:49 am
Posts: 534
Reagren Wright wrote:
and if he had Body Weapons. Spin and have bladded arms. :demon:
Have to chance his name to Human Blender though.


Quisinart is much better! :eek: 8)

_________________
Evil do-ers, prepare to become evil-don't-ers.
--Stripperella

The courageous enter dark caves alone, the clever send in the courageous first, the cleverest wait behind the clever.
-- THE BOOK OF CATACLYSM


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